Contains all the commands and states that need to be submitted to the gpu, including pipeline, texture, and samplers. Virtually everything that needs to happen on the GPU is submitted to the CommandBuffer. In debug builds (define DEBUG or define PVR_STORE_STACK_TRACE_WITH_API_COMMANDS), a limited stack trace is stored with each command so that if an error occurs, the site where the command was actually added to the command buffer can be determined. More...
Public Member Functions | |
| virtual | ~CommandBufferBase_ () |
| Destructor. More... | |
| void | beginSceneHierarchy (const SceneHierarchy &sceneHierarchy, pvr::math::AxisAlignedBox &extents) |
| Begins the recording of scene hierarchy generation commands. More... | |
| void | bindAccumulationImages (pvr::uint32 startBinding, pvr::uint32 bindingCount, const TextureView *imageViews) |
| Binds a number of accumulation images making accumulation to them possible in subsequent commands which dispatch rays. More... | |
| void | bindDescriptorSet (const api::PipelineLayout &pipelineLayout, uint32 index, const DescriptorSet &set, const uint32 *dynamicOffsets=NULL, uint32 numDynamicOffsets=0) |
| Bind a single DescriptorSet to the Graphics Pipeline binding point More... | |
| void | bindDescriptorSetCompute (const api::PipelineLayout &pipelineLayout, uint32 index, const DescriptorSet &set, const uint32 *dynamicOffsets=NULL, uint32 numDynamicOffsets=0) |
| Bind a single DescriptorSet to the Compute Pipeline binding point More... | |
| void | bindDescriptorSetRayTracing (const api::PipelineLayout &pipelineLayout, uint32 index, const DescriptorSet &set, const uint32 *dynamicOffsets=NULL, uint32 numDynamicOffsets=0) |
| Bind a single DescriptorSet to the Ray Tracing Pipeline binding point More... | |
| void | bindDescriptorSets (types::PipelineBindPoint bindingPoint, const api::PipelineLayout &pipelineLayout, uint32 firstSet, const DescriptorSet *sets, uint32 numDescSets, const uint32 *dynamicOffsets=NULL, uint32 numDynamicOffsets=0) |
| Bind multiple DescriptorSets More... | |
| void | bindDescriptorSetSHG (const api::PipelineLayout &pipelineLayout, uint32 index, const DescriptorSet &set, const uint32 *dynamicOffsets=NULL, uint32 numDynamicOffsets=0) |
| Bind a single DescriptorSet to the Scene Hierarchy Generator Pipeline binding point More... | |
| void | bindIndexBuffer (const api::Buffer &buffer, uint32 offset, types::IndexType indexType) |
| Bind an index buffer for drawing More... | |
| void | bindPipeline (GraphicsPipeline pipeline) |
| Bind a graphics pipeline. More... | |
| void | bindPipeline (ComputePipeline &pipeline) |
| Bind a compute pipeline More... | |
| void | bindPipeline (SceneTraversalPipeline &pipeline) |
| Bind a Scene Traversal pipeline More... | |
| void | bindPipeline (VertexRayPipeline &pipeline) |
| Bind a Vertex Ray pipeline More... | |
| void | bindSceneHierarchies (const SceneHierarchy *sceneHierarchies, pvr::uint32 firstBinding, const pvr::uint32 numberOfSceneHierarchies) |
| Binds a number of scene hierarchies making it possible to use them in subsequent dispatches. More... | |
| void | bindVertexBuffer (const Buffer &buffer, uint32 offset, uint16 bindingIndex) |
| Bind a Vertex Buffer for drawing More... | |
| void | bindVertexBuffer (Buffer const *buffers, uint32 *offsets, uint16 numBuffers, uint16 startBinding, uint16 bindingCount) |
| Bind an array of Vertex Buffers More... | |
| void | blitImage (api::TextureStore &src, api::TextureStore &dest, types::ImageLayout srcLayout, types::ImageLayout dstLayout, types::ImageBlitRange *regions, uint32 numRegions, types::SamplerFilter filter) |
| Blit Image More... | |
| void | clear (bool releaseAllResources=false) |
| Clear the command queue. It is invalid to clear the command buffer while it is being recorded. More... | |
| void | clearColorAttachment (uint32 const *attachmentIndices, glm::vec4 const *clearColors, uint32 attachmentCount, const Rectanglei *rects, const uint32 *baseArrayLayers, const uint32 *layerCounts, uint32 rectCount) |
| Clear multiple attachments with separate clear colors and clear rectangle for each. NOTE: This clear operation must be called inside the render pass More... | |
| void | clearColorAttachment (uint32 attachmentIndex, glm::vec4 clearColor, const Rectanglei rect, const uint32 baseArrayLayer=0u, const uint32 layerCount=1u) |
| Clear a color attachment. NOTE: This clear operation must be called inside the render pass More... | |
| void | clearColorAttachment (api::Fbo fbo, glm::vec4 clearColor) |
| Clear all attachment for a single fbo with a single clear color. NOTE: This clear operation must be called inside the render pass More... | |
| void | clearColorImage (api::TextureView &image, glm::vec4 clearColor, const uint32 baseMipLevel=0u, const uint32 levelCount=1u, const uint32 baseArrayLayer=0u, const uint32 layerCount=1u, types::ImageLayout layout=types::ImageLayout::General) |
| Clears the specified color image using the clear color specified. NOTE: This clear operation must be called outside the render pass More... | |
| void | clearColorImage (api::TextureView &image, glm::vec4 clearColor, const uint32 *baseMipLevel, const uint32 *levelCount, const uint32 *baseArrayLayers, const uint32 *layerCount, uint32 rangeCount, types::ImageLayout layout=types::ImageLayout::General) |
| Clears rangeCount sub resource ranges of the specified color image using the clear color specified. NOTE: This clear operation must be called outside the render pass More... | |
| void | clearDepthAttachment (const Rectanglei &clearRect, float32 depth=1.f) |
| Clear the depth attachment of an fbo. NOTE: This clear operation must be called inside the render pass More... | |
| void | clearDepthImage (api::TextureView &image, float clearDepth, const uint32 baseMipLevel=0u, const uint32 levelCount=1u, const uint32 baseArrayLayer=0u, const uint32 layerCount=1u, types::ImageLayout layout=types::ImageLayout::General) |
| Clears the specified depth image using the clear depth color specified. NOTE: This clear operation must be called outside the render pass More... | |
| void | clearDepthImage (api::TextureView &image, float clearDepth, const uint32 *baseMipLevel, const uint32 *levelCount, const uint32 *baseArrayLayers, const uint32 *layerCount, uint32 rangeCount, types::ImageLayout layout=types::ImageLayout::General) |
| Clears rangeCount sub resource ranges of the specified depth image using the clear depth color specified. NOTE This clear operation must be called outside the render pass More... | |
| void | clearDepthStencilAttachment (const Rectanglei &clearRect, float32 depth=1.f, int32 stencil=0) |
| Clear the depth stencil attachment More... | |
| void | clearDepthStencilImage (api::TextureView &image, float clearDepth, uint32 clearStencil, const uint32 baseMipLevel=0u, const uint32 levelCount=1u, const uint32 baseArrayLayers=0u, const uint32 layerCount=1u, types::ImageLayout layout=types::ImageLayout::General) |
| Clears the specified depth stencil image using the clear depth and stencil color specified. NOTE: This clear operation must be called outside the render pass More... | |
| void | clearDepthStencilImage (api::TextureView &image, float clearDepth, uint32 clearStencil, const uint32 *baseMipLevel, const uint32 *levelCount, const uint32 *baseArrayLayers, const uint32 *layerCount, uint32 rangeCount, types::ImageLayout layout=types::ImageLayout::General) |
| Clears rangeCount sub resource ranges of the specified depth stencil image using the clear depth and stencil color specified. NOTE: This clear operation must be called outside the render pass More... | |
| void | clearStencilAttachment (const Rectanglei &clearRect, int32 stencil=0) |
| Clear the stencil attachment of an fbo. NOTE: This clear operation must be called inside the render pass More... | |
| void | clearStencilImage (api::TextureView &image, uint32 clearStencil, const uint32 baseMipLevel=0u, const uint32 levelCount=1u, const uint32 baseArrayLayers=0u, const uint32 layerCount=1u, types::ImageLayout layout=types::ImageLayout::General) |
| Clears the specified stencil image using the clear stencil color specified. NOTE This clear operation must be called outside the render pass More... | |
| void | clearStencilImage (api::TextureView &image, uint32 clearStencil, const uint32 *baseMipLevel, const uint32 *levelCount, const uint32 *baseArrayLayers, const uint32 *layerCount, uint32 rangeCount, types::ImageLayout layout=types::ImageLayout::General) |
| Clears rangeCount sub resource ranges of the specified stencil image using the clear stencil color specified. NOTE: This clear operation must be called outside the render pass More... | |
| void | copyBuffer (api::Buffer src, api::Buffer dest, uint32 srcOffset, uint32 destOffset, uint32 sizeInBytes) |
| Copy buffer More... | |
| void | copyImageToBuffer (api::TextureStore &srcImage, types::ImageLayout srcImageLayout, api::Buffer &dstBuffer, types::BufferImageCopy *regions, uint32 numRegions) |
| Copy image to a buffer More... | |
| void | dispatchCompute (uint32 numGroupsX, uint32 numGroupsY=1, uint32 numGroupsZ=1) |
| Enqueues a ComputeShader execution using the ComputeShader that is in the currently bound ComputePipeline. More... | |
| void | dispatchRays (pvr::uint32 xOffset, pvr::uint32 yOffset, pvr::uint32 frameWidth, pvr::uint32 frameHeight) |
| Runs a frame shader for each pixel in the box [x, y, x+width, y+height]. More... | |
| void | drawArrays (uint32 firstVertex, uint32 vertexCount, uint32 firstInstance=0, uint32 instanceCount=1) |
| Draw command. Use the current state in the command buffer (pipelines, buffers, descriptor sets) to execute a drawing command. Does not use an IndexBuffer. More... | |
| void | drawArraysIndirect (api::Buffer &buffer, uint32 offset, uint32 drawCount, uint32 stride) |
| drawArraysIndirect More... | |
| void | drawIndexed (uint32 firstIndex, uint32 indexCount, uint32 vertexOffset=0, uint32 firstInstance=0, uint32 instanceCount=1) |
| Draw command. Use the current state in the command buffer (pipelines, buffers, descriptor sets) to execute a drawing command. Uses the currently bound IndexBuffer for indexes into the currently bound VBOs. More... | |
| void | drawIndexedIndirect (Buffer &buffer) |
| Indirect Draw command. Use buffer to obtain the draw call parameters. More... | |
| void | drawIndirect (Buffer &buffer, uint32 offset, uint32 count, uint32 stride) |
| This draw command behaves similarly to drawArray except that the parameters are read by the device from a buffer during execution. More... | |
| void | endRecording () |
| Call this function when you are done recording commands. BeginRecording must be called first. More... | |
| void | endSceneHierarchy () |
| Ends the recording of scene hierarchy generation commands. More... | |
| GraphicsContext & | getContext () |
| Get a reference to the context used by this CommandBuffer. More... | |
| bool | isRecording () |
| Queries if a command buffer is in the recording state More... | |
| void | mergeSceneHierarchies (const SceneHierarchy &destinationSceneHierarchy, pvr::math::AxisAlignedBox &extents, const SceneHierarchy *sourceSceneHierarchies, const pvr::uint32 numberOfSourceSceneHierarchies, const pvr::uint32 mergeQuality) |
| Merges a number of scene hierarchies into a single merged hierarchy. More... | |
| void | pipelineBarrier (types::PipelineStageFlags srcStage, types::PipelineStageFlags dstStage, const MemoryBarrierSet &barriers, bool dependencyByRegion=true) |
| Add a memory barrier to the command stream, forcing preceeding commands to be written before succeeding commands are executed. More... | |
| void | popPipeline () |
| Bind the previously pushed pipeline (See pushGraphicsPipeline) More... | |
| void | pushPipeline () |
| Store which pipeline is currently bound, so that it can later be retrieved and bound with a popPipeline command. More... | |
| void | pushSharedRayConstants (uint32 offset, uint32 size, const void *pValues) |
| Push shared ray constant data. More... | |
| void | resetPipeline () |
| INTERNAL. reset the currently bound pipeline. More... | |
| void | sceneHierarchyAppend (pvr::uint32 vertexCount, pvr::uint32 instanceCount, pvr::uint32 firstVertex, pvr::uint32 firstInstance) |
| Appends geometry for use in scene hierarchy building. More... | |
| void | sceneHierarchyAppendIndexed (pvr::uint32 indexCount, pvr::uint32 instanceCount, pvr::uint32 firstIndex, pvr::uint32 vertexOffset, pvr::uint32 firstInstance) |
| Appends indexed geometry for use in scene hierarchy building. More... | |
| void | sceneHierarchyAppendIndexedIndirect (pvr::api::BufferView &indirectBuffer, pvr::uint32 offset, pvr::uint32 drawCount, pvr::uint32 stride) |
| Indirectly appends indexed geometry for use in scene hierarchy building. More... | |
| void | sceneHierarchyAppendIndirect (pvr::api::BufferView &indirectBuffer, pvr::uint32 offset, pvr::uint32 drawCount, pvr::uint32 stride) |
| Indirectly appends geometry for use in scene hierarchy building. More... | |
| void | setBlendConstants (glm::vec4 rgba) |
| Set blend constants for blend operation using constant colors More... | |
| void | setDepthBias (float32 depthBiasConstantFactor, float32 depthBiasClamp, float32 depthBiasSlopeFactor) |
| This is a dynamic command which controll the offset of depth values of all fragments generated by the rasterization of a polygon. NOTE: If depthBiasEnable is set to false in pipelineCreation::RasterStateCreateParam then no depth bias is applied and the fragment's depth values are unchanged. More... | |
| void | setDepthBound (float32 min=0.0f, float32 max=1) |
| Set minimum and maximum depth More... | |
| void | setLineWidth (float32 lineWidth) |
| Set the line width More... | |
| void | setRayBounceLimit (uint32 limit) |
| Sets the ray bounce limit. More... | |
| void | setRaySizes (uint32 raySizeCount, const uint32 *pRaySizes) |
| Set the sizes of rays used in a renderpass. More... | |
| void | setScissor (const Rectanglei &scissor) |
| Set the scissor rectangle More... | |
| void | setStencilCompareMask (types::StencilFace face, uint32 compareMask) |
| Set the stencil comparison mask More... | |
| void | setStencilReference (types::StencilFace face, uint32 ref) |
| Set stencil reference value More... | |
| void | setStencilWriteMask (types::StencilFace face, uint32 writeMask) |
| Set the stencil write mask More... | |
| void | setUniform (int32 location, const uint32 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const int32 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const float32 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::vec2 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::ivec2 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::uvec2 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::vec3 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::ivec3 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::uvec3 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::vec4 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::ivec4 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::uvec4 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat2 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat2x3 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat2x4 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat3x2 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat3 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat3x4 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat4x2 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat4x3 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniform (int32 location, const glm::mat4x4 &val) |
| If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use. More... | |
| void | setUniformPtr (int32 location, uint32 count, const uint32 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const int32 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const float32 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::vec2 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::ivec2 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::uvec2 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::vec3 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::ivec3 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::uvec3 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::vec4 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::ivec4 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::uvec4 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat2 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat2x3 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat2x4 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat3x2 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat3 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat3x4 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat4x2 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat4x3 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setUniformPtr (int32 location, uint32 count, const glm::mat4x4 *ptr) |
| This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform. More... | |
| void | setViewport (const Rectanglei &viewport) |
| Set the viewport rectangle More... | |
| void | updateBuffer (Buffer &buffer, const void *data, uint32 offset, uint32 length) |
| Update the buffer. More... | |
Contains all the commands and states that need to be submitted to the gpu, including pipeline, texture, and samplers. Virtually everything that needs to happen on the GPU is submitted to the CommandBuffer. In debug builds (define DEBUG or define PVR_STORE_STACK_TRACE_WITH_API_COMMANDS), a limited stack trace is stored with each command so that if an error occurs, the site where the command was actually added to the command buffer can be determined.
Primary command buffers can contain RenderPasses, and can be submitted to the GPU. Secondary command buffers cannot contain RenderPasses, and can be enqueued to PrimaryCommandBuffers.
-It is invalid to submit commands to a command buffer while it is not being recorded.
-It is invalid to reset a command buffer while it is being recorded.
-It is invalid to submit a command buffer more than once if it is one time submit command buffer
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Destructor.
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Begins the recording of scene hierarchy generation commands.
| sceneHierarchy | The scene hierarchy which will be target of build commands in the command buffer. |
| extents | The scene hierarchy extents to use when building the hierarchy. |
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Binds a number of accumulation images making accumulation to them possible in subsequent commands which dispatch rays.
| startBinding | The initial binding index to use. |
| bindingCount | The accumulation image count. |
| imageViews | The accumulation images to bind. |
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Bind a single DescriptorSet to the Graphics Pipeline binding point
| pipelineLayout | The pipelineLayout that the GraphicsPipeline will have |
| index | The index to which to bind the descriptor set |
| set | The descriptorSet to bind to the binding point bindingPoint |
| dynamicOffsets | A c-style array of unsigned integers, each of which is consecutively applied as a Dynamic Offset to a Dynamic buffer (uniform/storage) of this descriptor set, in order. |
| numDynamicOffsets | The number of dynamic offsets in dynamicOffsets. Must exactly much the number of Dynamic objects in the set. |
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Bind a single DescriptorSet to the Compute Pipeline binding point
| pipelineLayout | The pipelineLayout that the ComputePipeline will have |
| index | The index to which to bind the descriptor set |
| set | The descriptorSet to bind to the binding point bindingPoint |
| dynamicOffsets | A c-style array of unsigned integers, each of which is consecutively applied as a Dynamic Offset to a Dynamic buffer (uniform/storage) of this descriptor set, in order. |
| numDynamicOffsets | The number of dynamic offsets in dynamicOffsets. Must exactly much the number of Dynamic objects in the set. |
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Bind a single DescriptorSet to the Ray Tracing Pipeline binding point
| pipelineLayout | The pipelineLayout that the Ray Tracing Pipeline will have |
| index | The index to which to bind the descriptor set |
| set | The descriptorSet to bind to the binding point bindingPoint |
| dynamicOffsets | A c-style array of unsigned integers, each of which is consecutively applied as a Dynamic Offset to a Dynamic buffer (uniform/storage) of this descriptor set, in order. |
| numDynamicOffsets | The number of dynamic offsets in dynamicOffsets. Must exactly much the number of Dynamic objects in the set. |
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Bind multiple DescriptorSets
| bindingPoint | The index where the first descriptor set will bind to. The rest will be bound successively. |
| pipelineLayout | The pipelineLayout that the GraphicsPipeline will have |
| firstSet | The first index to start binding descriptor sets to. |
| sets | The array of descriptorSets. The first item in the array will be bound to binding point firstSet and each one after to the next binding point |
| dynamicOffsets | An array of Offsets that will be used when binding items of this descriptor set respectively |
| numDescSets | The number of descriptor sets in the array |
| dynamicOffsets | A c-style array of unsigned integers, each of which is consecutively applied as a Dynamic Offset to a Dynamic buffer (uniform/storage) of this descriptor set, in order. |
| numDynamicOffsets | The number of dynamic offsets in dynamicOffsets. Must exactly much the number of Dynamic objects in the set. |
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Bind a single DescriptorSet to the Scene Hierarchy Generator Pipeline binding point
| pipelineLayout | The pipelineLayout that the Scene Hierarchy Generator Pipeline will have |
| index | The index to which to bind the descriptor set |
| set | The descriptorSet to bind to the binding point bindingPoint |
| dynamicOffsets | A c-style array of unsigned integers, each of which is consecutively applied as a Dynamic Offset to a Dynamic buffer (uniform/storage) of this descriptor set, in order. |
| numDynamicOffsets | The number of dynamic offsets in dynamicOffsets. Must exactly much the number of Dynamic objects in the set. |
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Bind an index buffer for drawing
| buffer | The buffer to bind as an IndexBuffer |
| offset | The offset into the Index buffer to bind |
| indexType | the type of indices the buffer contains |
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Bind a graphics pipeline.
| pipeline | The GraphicsPipeline to bind. |
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Bind a compute pipeline
| pipeline | The ComputePipeline to bind |
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Bind a Scene Traversal pipeline
| pipeline | The SceneTraversalPipeline to bind |
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Bind a Vertex Ray pipeline
| pipeline | The VertexRayPipeline to bind |
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Binds a number of scene hierarchies making it possible to use them in subsequent dispatches.
| sceneHierarchies | The scene hierarchies to bind. |
| firstBinding | The index to use for the first binding. |
| numberOfSceneHierarchies | The number of scene hierarchies to bind. |
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Bind an array of Vertex Buffers
| buffers | The array of buffers |
| offsets | The array of offsets into the vertex buffer, each corresponding to a vertex buffer |
| startBinding | The binding index that the first buffer will be bound |
| numBuffers | The number of buffers to bind |
| bindingCount | The number of bindings |
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Blit Image
| src | Source image to blit from |
| dest | Destination image to blit in to |
| srcLayout | layout of the source image subresources for the blit |
| dstLayout | Layout of the destination image subresources for the blit |
| regions | An array of regions to blit |
| numRegions | Number of regions |
| filter | Sampler Filter to apply if the blits require scaling |
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Clear the command queue. It is invalid to clear the command buffer while it is being recorded.
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Clear multiple attachments with separate clear colors and clear rectangle for each. NOTE: This clear operation must be called inside the render pass
| attachmentIndices | Current subpass color attachment binding indices to clear. |
| clearColors | An array of colors to clear to, each corresponding to an attachment |
| attachmentCount | Number of attachments to clear |
| rects | An array of rectangles, each corresponding to the clear area of an attachment |
| baseArrayLayers | An array of base array layers corresponding to the first layer to be cleared for the attachment |
| layerCounts | An array of layer counts corresponding to number of layers to clear for the attachment |
| rectCount | The number of rectangles to clear (the number of rectangles in rects ) |
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Clear a color attachment. NOTE: This clear operation must be called inside the render pass
| attachmentIndex | Current subpass color attachment binding index to clear. |
| clearColor | The color to which to clear |
| rect | The rectangle to clear |
| baseArrayLayer | The array layer corresponding to the first layer to be cleared for the attachment |
| layerCount | The number of layers to clear for the attachment |
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Clear all attachment for a single fbo with a single clear color. NOTE: This clear operation must be called inside the render pass
| fbo | The fbo to clear attachments |
| clearColor | The clear area |
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Clears the specified color image using the clear color specified. NOTE: This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearColor | The clear color to use for the clear |
| baseMipLevel | base mip levels |
| levelCount | level counts |
| baseArrayLayer | base array layers |
| layerCount | number of layers to clear |
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Clears rangeCount sub resource ranges of the specified color image using the clear color specified. NOTE: This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearColor | The clear color to use for the clear |
| baseMipLevel | rangeCount base mip levels |
| levelCount | rangeCount level counts |
| baseArrayLayers | rangeCount base array layers |
| layerCount | rangeCount number of layers to clear |
| rangeCount | The number of sub resource ranges to clear |
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Clear the depth attachment of an fbo. NOTE: This clear operation must be called inside the render pass
| clearRect | The clear area |
| depth | The clear value |
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Clears the specified depth image using the clear depth color specified. NOTE: This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearDepth | The clear color to use for the clear |
| baseMipLevel | base mip levels |
| levelCount | level counts |
| baseArrayLayer | base array layer |
| layerCount | number of layers to clear |
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Clears rangeCount sub resource ranges of the specified depth image using the clear depth color specified. NOTE This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearDepth | The clear color to use for the clear |
| baseMipLevel | rangeCount base mip levels |
| levelCount | rangeCount level counts |
| baseArrayLayers | rangeCount base array layers |
| layerCount | rangeCount number of layers to clear |
| rangeCount | The number of sub resource ranges to clear |
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Clear the depth stencil attachment
| clearRect | clear area |
| depth | The depth clear value |
| stencil | The stencil clear value |
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Clears the specified depth stencil image using the clear depth and stencil color specified. NOTE: This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearDepth | The clear depth color to use for the clear |
| clearStencil | The clear color to use for the clear |
| baseMipLevel | base mip levels |
| levelCount | level counts |
| baseArrayLayers | base array layers |
| layerCount | number of layers to clear |
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Clears rangeCount sub resource ranges of the specified depth stencil image using the clear depth and stencil color specified. NOTE: This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearDepth | The clear depth color to use for the clear |
| clearStencil | The clear color to use for the clear |
| baseMipLevel | rangeCount base mip levels |
| levelCount | rangeCount level counts |
| baseArrayLayers | rangeCount base array layers |
| layerCount | rangeCount number of layers to clear |
| rangeCount | The number of sub resource ranges to clear |
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Clear the stencil attachment of an fbo. NOTE: This clear operation must be called inside the render pass
| clearRect | The clear area |
| stencil | The clear value |
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Clears the specified stencil image using the clear stencil color specified. NOTE This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearStencil | The clear color to use for the clear |
| baseMipLevel | base mip levels |
| levelCount | level counts |
| baseArrayLayers | base array layers |
| layerCount | number of layers to clear |
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Clears rangeCount sub resource ranges of the specified stencil image using the clear stencil color specified. NOTE: This clear operation must be called outside the render pass
| image | the image to clear |
| layout | The layout of the image |
| clearStencil | The clear color to use for the clear |
| baseMipLevel | rangeCount base mip levels |
| levelCount | rangeCount level counts |
| baseArrayLayers | rangeCount base array layers |
| layerCount | rangeCount number of layers to clear |
| rangeCount | The number of sub resource ranges to clear |
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Copy buffer
| src | Source buffer to copy from |
| dest | Destination buffer to copy in to |
| srcOffset | Source buffer offset |
| destOffset | Destination buffer offset |
| sizeInBytes | Data size in bytes |
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Copy image to a buffer
| srcImage | Source image to copy from |
| srcImageLayout | Layout of the source image subresources for the copy |
| dstBuffer | Buffer to copy into |
| regions | An array of regions to copy |
| numRegions | Number of regions in the array |
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Enqueues a ComputeShader execution using the ComputeShader that is in the currently bound ComputePipeline.
| numGroupsX | The number of workgroups enqueued in the X direction. |
| numGroupsY | The number of workgroups enqueued in the Y direction (default 1). |
| numGroupsZ | The number of workgroups enqueued in the Z direction (default 1). |
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Runs a frame shader for each pixel in the box [x, y, x+width, y+height].
| xOffset | The offset for the x axis. |
| yOffset | The offset for the y axis. |
| frameWidth | Specifies the number of pixels in the x axis. |
| frameHeight | Specifies the number of pixels in the y axis. |
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Draw command. Use the current state in the command buffer (pipelines, buffers, descriptor sets) to execute a drawing command. Does not use an IndexBuffer.
| firstVertex | The vertex from where to start drawing |
| vertexCount | The number of vertices to draw |
| firstInstance | The Instance from which to draw from |
| instanceCount | The number of instances to draw |
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drawArraysIndirect
| buffer | Buffer containing draw parameters. The parameters of each draw must be encoded in an array of DrawIndirectCmd structures |
| offset | Offset in bytes in the buffer where draw parameters begin |
| drawCount | Number of draws to execute, can be zero. If the the drawCount is greater than 1 then the stride must be multiple of 4. |
| stride | Stride in byte between sets of draw parameters |
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Draw command. Use the current state in the command buffer (pipelines, buffers, descriptor sets) to execute a drawing command. Uses the currently bound IndexBuffer for indexes into the currently bound VBOs.
| firstIndex | Offset into the Index buffer to start drawing from |
| indexCount | The number of indexes to draw |
| vertexOffset | Index into the Vertex Buffer to start drawing from |
| firstInstance | The Instance from which to draw from |
| instanceCount | The number of instances to draw |
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Indirect Draw command. Use buffer to obtain the draw call parameters.
| buffer | A buffer containing the draw call parameters in the form of a DrawIndexedIndirectCommand |
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This draw command behaves similarly to drawArray except that the parameters are read by the device from a buffer during execution.
| buffer | Buffer which contains the parameters. |
| offset | Offset in to the buffer where parameters begin |
| count | Number of draws to execute, and can be zero |
| stride | Byte stride between successive sets of draw parameters |
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Call this function when you are done recording commands. BeginRecording must be called first.
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Ends the recording of scene hierarchy generation commands.
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Get a reference to the context used by this CommandBuffer.
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Queries if a command buffer is in the recording state
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Merges a number of scene hierarchies into a single merged hierarchy.
| destinationSceneHierarchy | The scene hierarchy which will be target of the merge. |
| extents | The scene hierarchy extents to use when merging the hierarchy. |
| sourceSceneHierarchies | The source hierarchies to use in the merge. |
| numberOfSourceSceneHierarchies | The number of source hierarchies to use in the merge. |
| mergeQuality | The merge quality to use (Ranges between 0 and 1). |
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Add a memory barrier to the command stream, forcing preceeding commands to be written before succeeding commands are executed.
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Bind the previously pushed pipeline (See pushGraphicsPipeline)
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Store which pipeline is currently bound, so that it can later be retrieved and bound with a popPipeline command.
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Push shared ray constant data.
| offset | The offset into the ray constant data. |
| size | The size of ray constant data. |
| pValues | The data to use as shared ray data. |
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INTERNAL. reset the currently bound pipeline.
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Appends geometry for use in scene hierarchy building.
| vertexCount | The number of vertices. |
| instanceCount | The number of instances. |
| firstVertex | The first vertex. |
| firstInstance | The first instance. |
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Appends indexed geometry for use in scene hierarchy building.
| indexCount | The number of indices. |
| instanceCount | The number of instances. |
| firstIndex | The first index. |
| vertexOffset | The vertex offset. |
| firstInstance | The first instance. |
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Indirectly appends indexed geometry for use in scene hierarchy building.
| indirectBuffer | The buffer to use as the source of indirect information. |
| offset | The offset into the buffer. |
| drawCount | The number of draws. |
| stride | The stride used in the buffer. |
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Indirectly appends geometry for use in scene hierarchy building.
| indirectBuffer | The buffer to use as the source of indirect information. |
| offset | The offset into the buffer. |
| drawCount | The number of draws. |
| stride | The stride used in the buffer. |
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Set blend constants for blend operation using constant colors
| rgba | Red Green Blue Alpha blend constant |
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This is a dynamic command which controll the offset of depth values of all fragments generated by the rasterization of a polygon. NOTE: If depthBiasEnable is set to false in pipelineCreation::RasterStateCreateParam then no depth bias is applied and the fragment's depth values are unchanged.
| depthBiasConstantFactor | Scalar factor controlling the constant depth value added to each fragment. |
| depthBiasClamp | Maximum or minimum depth bias of a fragment |
| depthBiasSlopeFactor | Scalar factor applied to a fragment's slope in depth bias calculations |
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Set minimum and maximum depth
| min | Minimum depth (default 0.0f) |
| max | Maximum depth (default 1.0f) |
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Set the line width
| lineWidth | the new width of lines drawn |
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Sets the ray bounce limit.
| limit | The maximum number of times any ray may bounce in a renderpass. |
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Set the sizes of rays used in a renderpass.
| raySizeCount | The number of ray sizes. |
| pRaySizes | The size of ray user data. |
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Set the scissor rectangle
| scissor | The scissor rectangle |
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Set the stencil comparison mask
| face | The face/faces for which to set the stencil mask |
| compareMask | A uint32 which will mask both the values and the reference before stencil comparisons |
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Set stencil reference value
| face | The face/faces for which to set the stencil reference value |
| ref | The stencil reference value |
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Set the stencil write mask
| face | The face/faces for which to set the stencil write mask |
| writeMask | A uint32 which will mask the values when writing the stencil |
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
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If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
|
inline |
If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
|
inline |
If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
|
inline |
If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
|
inline |
If Uniforms are supported by the underlying API, set a Uniform variable to a fixed value. The value will be copied at the time of calling this function, and will be fixed until set to another value. Usually used it is needed to alternate between a few fixed, known in advance, values. Since changing the value would actually require re-recording the command buffer, this has limited use.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| val | The value. Although passed by const-ref, it will immediately be copied and stored internally |
Due to the value being fixed until the command buffer is re-recorder, the usefulness of this command is limited. See setUniformPtr.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
This is the function of choice for updating uniforms (if supported by the underlying API). This function sets a Uniform variable to be updated from a memory location every time the command buffer is submitted, so that updating the value in that memory location is properly updated in the shader uniform.
| location | The location of the uniform variable (as returned by Pipeline->getUniformLocation) |
| count | The number of values to read from the pointer |
| ptr | A pointer to a location that shall remain fixed as long as the command buffer is used (unless cleared). The value will be read from ptr and the uniform updated every time the command buffer is submitted. |
WARNING: This memory location is intended to be fixed, and must remain live as long as the command buffer is used, since every time the command buffer is submitted, this memory location will be read. In synchronous underlying APIs (OGLES) the value can be changed freely without any synchronization before submitting the command buffer or after it returns. Uploading arrays of values is supported.
|
inline |
Set the viewport rectangle
| viewport | The viewport rectangle |
|
inline |
Update the buffer.
| buffer | The buffer to update |
| offset | Offset in the buffer updates begin |
| length | Buffer update length |
| data | New update data. |


Ruby: Arrays, and Hashes
December 3, 2015
This week we got to learn about Ruby and defining methods. We had already gone over some of this when we were in Dev Bootcamp's interview process, but what we did this week definitely went a lot deeper than what we had done on Codecademy. This week's challenges went over strings, integers, variables, arrays, hashes, and methods. We also learned about refactoring with Ruby's built-in methods to make our code clean and concise. One of the other things that we focused on this week was the difference between arrays and hashes, and that's what I'm going to be talking about today.
Arrays and hashes are very similar elements in Ruby. They are both indexed collections that can house other objects and information, such as strings, integers, variables, and even other arrays and hashes. These objects are values that can be accessed by a key. When working with arrays, these keys are integers. Objects in an array are assigned their key based on their position inside the array. With hashes, these keys can be any type of object. Objects in a hash are assigned keys manually. Although their keys may be different, they both produce a value when accessed.
This is an example of an array:
Since objects in an array are accessed by the integer corresponding to their position in the array, we can call them individually like this:
Using the interactive ruby shell, I set the variable my_info equal to an array, and called the object, "Fresh Meadows" with the name of the variable, and the position of the object in the array.
This is an example of a hash:
Hash values are accessed by their keys like this:
First, I set the variable my_info equal to a hash with keys and their corresponding values. Then I called the key, and the corresponding value was returned.
While they behave very similarly, arrays and hashes can be used for different things. Arrays can be used when you have no need for custom key values, and hashes can be used when you want to map specific values to each other and gives you a lot more flexibility to customize your key values.


Guidance
Ofsted inspects boarding provision in maintained boarding schools and independent boarding schools that aren’t members of associations affiliated to the Independent Schools Council.
This guidance is about inspection to 31 March 2017. For inspection from 1 April 2017 please use the social care common inspection framework (SCCIF) .
Where the inspection of the school’s education provision and the residential inspection are both due at the same time, they are usually combined into an integrated inspection of the whole school.
The inspection looks at the quality and effectiveness of the main areas of the school’s work and how they affect the experience and outcomes of boarders or residential pupils.
Inspectors check the extent to which the school has met the national minimum standards for boarding or residential special schools.
Ofsted inspects the boarding provision in maintained boarding schools and non-association independent boarding schools once every 3 years.
Ofsted inspects residential provision in independent, maintained and non-maintained residential special schools every year.
For independent schools inspected by the Schools Inspection Service or the Independent Schools Inspectorate, Ofsted aims to carry out its inspection of their boarding or residential provision at the same time as their educational inspections. This is known as an ‘aligned inspection’.
When only the boarding provision of a residential special school is being inspected, the lead inspector will contact the school on the morning of the inspection to tell the school that the inspection will start later that day.
Independent schools are usually notified of an integrated inspection of education and boarding provision around lunchtime on the day before the start of the school inspection. Maintained schools will normally be notified of an integrated inspection at around 11am on the day before the start of the school inspection.
On the day before the inspection, the lead social care inspector has a planning day. Before integrated inspections, both the lead education inspector and the lead social care inspector have planning time ahead of the inspection.
Parent and carers can give their views on the school and its boarding or residential provision at any time using Parent View .
Every year Ofsted provides point-in-time surveys for staff and boarders or residential pupils so they can tell inspectors what they think about the school’s boarding provision.
Ofsted writes to schools to let them know when the survey will be opened for the next academic year.
Inspections normally take 3 days, including up to 2 evenings spent in the boarding or residential provision.
Inspectors will spend their time:
The day after the end of the inspection the lead inspector writes the inspection report. This may be a separate report on the residential provision (where it has been inspected as a single activity) or as part of an integrated report which covers both education and boarding provision.
The school will receive a draft copy of the report to check its factual accuracy. Following this, a final version of the report will be sent to the school.
The school is asked to send a copy of the report to all parents and carers. The report includes a letter for pupils and the school must make sure pupils see this.
We publish the report on the Ofsted reports website normally within 4 working weeks of the end of the inspection.
When the school gets its draft report it will also be invited to fill in a post-inspection survey.
You can read the full documents and guidance for inspections of boarding and residential special schools .
Published: 3 December 2014
From: Ofsted
Part of: Ofsted inspections of boarding and residential schools


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Review: Alice Cooper rocks hard at the Tilles Center on Long Island
Rock and Roll Hall of Famer Alice Cooper performed at the Tilles Center for the Performing Arts, and he gave Long Island a night of music to remember.
by Markos PapadatosAffectionately known as "The Godfather of Shock Rock," he opened his show with "Feed My Frankenstein," and he continued with "No More Mr. Nice Guy" and the infectious "Bed of Nails."
He took his fans on a trip down memory lane to the late '80s with the spitfire "He's Back (The Man Behind the Mask)." The highlight performance was his vivacious version of "Poison," which is this journalist's all-time favorite Alice Cooper tune, and he nailed it as always. Equally incredible was Nita Strauss's killer guitar solo, which left many fans in total awe of her talent.
It was followed by "Roses on White Lace," the uptempo "My Stars" and "Black Widow Jam," which was simply electrifying. After the eerie and downtempo "I Love the Dead," he closed with "Escape" and "Teenage Frankenstein."
For his encore, the iconic rocker belted out "Under My Wheels" and his signature tune "School's Out," where he left his fans and listeners wanting to hear more.
The Verdict
Overall, Alice Cooper was able to rock hard at the Tilles Center for the Performing Arts on Long Island. His show was theatrical, high-energy and entertaining.
To learn more about veteran rock star Alice Cooper and his tour dates, check out his official website.
Read More: Digital Journal's Markos Papadatos chatted with Alice Cooper in August of 2018.